Dayz 1.25
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Файл ActionTuneFrequency.c

См. исходные тексты.

Структуры данных

class  ActionTuneFrequencyCB
 

Функции

ActionTuneFrequencyCB ActionContinuousBaseCB ActionTuneFrequency ()
 
override void CreateActionComponent ()
 
override void CreateConditionComponents ()
 
override bool HasProneException ()
 
override bool HasTarget ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnFinishProgressServer (ActionData action_data)
 

Переменные

const float REPEAT_AFTER_SEC = 1.0
 

Функции

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
40 {
41 if ( item.IsTransmitter() )
42 {
44
45 if ( transmitter.GetCompEM().IsWorking() )
46 {
47 //transmitter.DisplayRadioInfo( transmitter.GetTunedFrequency().ToString(), player );
48
49 return true;
50 }
51 }
52
53 return false;
54 }
Definition EntityAI.c:95
Definition BaseRadio.c:2

◆ ActionTuneFrequency()

14 {
15 m_CallbackClass = ActionTuneFrequencyCB;
16 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_ITEM_TUNE;
17 m_CommandUIDProne = DayZPlayerConstants.CMD_ACTIONFB_ITEM_TUNE;
19
20 m_Text = "#tune_frequency";
21 }
string m_Text
Definition ActionBase.c:49
float m_SpecialtyWeight
Definition ActionBase.c:68
Definition ActionTuneFrequency.c:2
Definition ActionConstants.c:119
const float ROUGH_LOW
Definition ActionConstants.c:120
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Используется в ActionConstructor::RegisterActions() и ItemTransmitter::SetActions().

◆ CreateActionComponent()

override void CreateActionComponent ( )
private

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
24 {
27 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
Definition CCINonRuined.c:2
Definition CCTNone.c:2

Перекрестные ссылки m_ConditionItem и m_ConditionTarget.

◆ HasProneException()

override bool HasProneException ( )
30 {
31 return true;
32 }

◆ HasTarget()

override bool HasTarget ( )
35 {
36 return false;
37 }

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
57 {
59 transmitter.SetNextFrequency( action_data.m_Player );
60 }

Переменные

◆ REPEAT_AFTER_SEC

const float REPEAT_AFTER_SEC = 1.0
private